Scripted Events Created 18 years ago2005-07-16 10:12:08 UTC by helious helious

Created 18 years ago2005-07-16 10:12:08 UTC by helious helious

Posted 18 years ago2005-07-16 10:12:08 UTC Post #121183
I would like to make a scripted event.. I looked at the Tuts, but i only found some about monstersand characters..

I want to make a big pipe you can run inside, with a "Door" on it.. Or some kind of metal plate...

When i approach the pipe i want the metal plate, or "Door", to fall of the pipe and hit the ground, making the pipe open for entrance..
just like if you would make a door explode out from the wall..

How do i make this, and what tutorials to read?
Posted 18 years ago2005-07-16 10:21:46 UTC Post #121185
Well the plate will be a func_train so you will need to read this tutorial! And use the angular volcacity value to make the train spin all the time for func_trains don't turn on corners! :) Here is a map that will show you what I mean- http://twhl.co.za/mapvault_map.php?id=3023 ;)
Posted 18 years ago2005-07-16 10:39:21 UTC Post #121189
I remember thinking this when I was first doing, well, anything really. Sequences of events are only called scripts with reference to players. All the other things are just lots of simple things (doors, etc.) tied together.

Read all the tutorials is always my advice. It works; really. Read all the Beginner ones, have a fiddle combining stuff you've picked up from each, and then have a look at the Entity Guide.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-07-16 11:54:04 UTC Post #121209
i read the tutorials.. and about func_train etc..

i now made 3 path_corners, and gave the Plate the entity "func_train"..
Now i want my plate to follow the path_corners when i walk over a certan area.. So i read that i could place a "trigger_multiple".. So i did that, with the "Target" named the same as my plate...

But nothing works.. It cpould be really great to have someone to guide me through this over MSN Messener...
Posted 18 years ago2005-07-16 11:57:31 UTC Post #121211
I could, but I'll be leaving 2morrow, so I guess I can't help... :tired:
Daubster DaubsterVault Dweller
Posted 18 years ago2005-07-16 12:06:26 UTC Post #121213
Use trigger_once then it will only be able to trigger the train only once! Well create a cube in the area(make sure it couvers all of that area) you want it to be texture it with the aaatrigger texture and tie that block to a trigger_once entity! :glad: In that entity's target value write the name of that train and make sure that there aren't any checked flags and here you go! I did it in this example map ;)
Posted 18 years ago2005-07-16 12:10:13 UTC Post #121214
Ohh...just thought of something! :) Do you have any spaces in that train's name? :quizzical: If so then remove them and don't ever use spaces in mapping! :lol: (exept from special cases) :D
Posted 18 years ago2005-07-16 12:25:14 UTC Post #121219
Thankyou.. IT WORKS! :D I learned something new today..

Well my last problem is how to get it to rotate in a proper way when the plate falls out of the pipe..
Can du descripe how to do that, in a way that i understand it? :) Just like you did in your last post Elon Yariv ...
Posted 18 years ago2005-07-16 12:39:40 UTC Post #121222
Well thats why I advised you to use the angular volcacity! :lol: So you wont need to use the other train entity(and there is no tutorial on it)! :| Well check the example map I told you to check before cause I used func_tracktrain in there! :glad: It's set almost the same as the other train only that insted of path_corners it uses the pathtrack entity! Make sure that in the middle of the tracktrain there is a brush textured with the origin texture and tied toghter with the tracktrain! Target that tarcktrain with a trigger_auto that his trigger state is off so the train will start off! :)
Posted 18 years ago2005-07-16 12:46:35 UTC Post #121224
How does the angular volcacity work?
Do you have MSN Messenger? Its a little easier to talk that way.. :)
Posted 18 years ago2005-07-16 12:57:43 UTC Post #121228
here is an example on how it looks! :glad: That spinning pipe is done with angular volcacity!

In the angular volcacity value you will see three 0 seperated by spaces(if you don't then write them down) the first one is pitch the secound is yaw and the last is roll! Write insted of one of them(the axis you want the train to spin around it) an angle(0-360) and the train will spin! :)

You must have an origin for this to work properly! ;)
Posted 18 years ago2005-07-16 13:10:08 UTC Post #121232
i played around with the angular volcacity , and my plate just fly out of my map.. its like the point it rotates around is far away..

I want the plate to fall out of the pipe and land on the ground..

I placed the map in the Problem vault.
its named "Test2"
Posted 18 years ago2005-07-16 13:15:03 UTC Post #121237
Does it have an origin brush? That sounds a lot like you haven't (the center of rotation is then the origin at 0, 0, 0).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-07-16 13:24:52 UTC Post #121240
An origin is a brush in the middle of the train tied toghter with train and textured with the origin texture! :glad:
Posted 18 years ago2005-07-16 13:35:46 UTC Post #121241
how do i make a origin brush? and tie it to the plate?
Posted 18 years ago2005-07-16 13:47:04 UTC Post #121245
http://twhl.co.za/glossaryinfo.php?id=54

Needs to be tied to the entity it affects.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-07-16 15:33:25 UTC Post #121299
Okay. I got it tied and rotating.. Now my last problem is how ti make it look realisticly when the plate hits the gound.. I played around with it and it looks better, but i dont really know how to have full control over the rotation of the plate.. it could be great to have the plate rotate a bit from point A to B, and then rotate a little more, but slower from B to C.. But it seems that you can only tell the plate to rotate one time, and thats from the beginning.. Its very frustrating...
Posted 18 years ago2005-07-16 16:38:12 UTC Post #121322
I don't think you'll have much luck doing that, m'afraid. We are talking about something based on the Quake engine here.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-07-16 19:38:03 UTC Post #121375
Seventh, it can be done and i just did it for helious. He was watching me mapping live. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-07-16 20:18:22 UTC Post #121382
Welcome back home Muzzle. ;)
Posted 18 years ago2005-07-17 01:51:00 UTC Post #121406
I stand corrected. How?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-07-17 08:20:05 UTC Post #121501
Env_renders, and a second plate/hatch. :) It not perfect though, but i can get it to look realistic, /me thinks. :)
The Mad Carrot The Mad CarrotMad Carrot
You must be logged in to post a response.